Yeah if you make some sort of quick sort algorithm, you can quickly select the nodes that are affected, and them, manage the damage, etc...
OR, you can make each enemy objetc to check the colision at every loop....
Anywaysm, you can always make siple apps to make tests and then choose the best way....
Search found 157 matches
- Sat Jun 20, 2009 5:04 pm
- Forum: Beginners Help
- Topic: Area Damage for Rockets, Grenades etc.
- Replies: 11
- Views: 998
- Wed Jun 17, 2009 1:50 am
- Forum: Advanced Help
- Topic: Fog of War
- Replies: 5
- Views: 866
You can make like this: Each unit you have has an light scene node attached to it (you can also make only one light, depending on the camera position). If enemy units are inside the range of that light, the they're visible, if not, fog of war wont let you see your enemy nodes.... You may have some b...
- Thu Jun 04, 2009 8:03 pm
- Forum: Beginners Help
- Topic: Creating a "layer" between Irrlicht and custom OO
- Replies: 5
- Views: 282
IMO its more than healthy :P, its a good way to avoid those structured/OO hybrid code....The only things you must look out for is the memory allocation and disposal and to go carefully when making devices and more devices....drivers, etc. I like to make them(device pointers and stuff you need consta...
- Sun May 31, 2009 1:03 am
- Forum: Project Announcements
- Topic: Augmented reality editor. For PC and Mobile device (PDA).
- Replies: 6
- Views: 1785
This is pretty good stuff for paper rpg games and trading card games like shown above.would be nice if you try to do something like poxnora for cellphones:
http://poxnora.com/index.do
http://poxnora.com/index.do
- Sat May 30, 2009 4:17 pm
- Forum: Beginners Help
- Topic: Destructible Environments in Irrlicht
- Replies: 19
- Views: 1506
- Tue May 26, 2009 10:52 pm
- Forum: Beginners Help
- Topic: Destructible Environments in Irrlicht
- Replies: 19
- Views: 1506
You can also search about the voxels (http://en.wikipedia.org/wiki/Voxel) way of doing destructible meshes. Its, in short words, converting meshes into an array of billboards(like molecules) and being able to erase some.... It does not look as high res as physix or some nice engine but its quick and...
- Tue May 26, 2009 3:11 pm
- Forum: Beginners Help
- Topic: [Warning] `nul.gcda' is not a gcov data file
- Replies: 10
- Views: 4010
- Mon May 25, 2009 8:26 pm
- Forum: Beginners Help
- Topic: [Warning] `nul.gcda' is not a gcov data file
- Replies: 10
- Views: 4010
- Mon May 25, 2009 6:17 pm
- Forum: Beginners Help
- Topic: [Warning] `nul.gcda' is not a gcov data file
- Replies: 10
- Views: 4010
Well i got a lot of poblems with irr in Dev, so i used codeblocks and i'm with it since then. Since Dev is a bit (i mean a lot) outdated it can be pretty buggy and you may get lost with it sometimes... Anyways, i think its best for you to try CodeBlocks or Eclipse....Dev is buggy -.- Btw you may be ...
- Mon May 25, 2009 6:05 pm
- Forum: Advanced Help
- Topic: Unit movement on 3d terrain?
- Replies: 4
- Views: 731
Well, i think the more accurate solution would be to split your terrain into tiles (browse to the forums, there are solutions for tiled terrains already) and make your characters walk the ammount of tiles you want (making tiles into units of movement, sort of). You can also have a 3d line, and make ...
- Sun May 24, 2009 2:17 pm
- Forum: Beginners Help
- Topic: Frustum culling
- Replies: 8
- Views: 745
- Sun May 24, 2009 1:57 pm
- Forum: Beginners Help
- Topic: Billboard
- Replies: 4
- Views: 539
You could also disable the zwriting for the custom scene node, so it will ignore depht proprieties.... its a maetrial flag.... bill->setMaterialFlag(video::EMF_ZWRITESOMETHING, false); As for the hard way, you could try to write a plane that is always normal to the surface that its casted...so it'll...
- Sun May 24, 2009 1:53 pm
- Forum: Beginners Help
- Topic: how can i get pointer to indices/vertices from ianimatedMesh
- Replies: 2
- Views: 306
- Sun May 24, 2009 1:51 pm
- Forum: Beginners Help
- Topic: Frustum culling
- Replies: 8
- Views: 745
- Sun May 24, 2009 1:02 am
- Forum: Beginners Help
- Topic: Frustum culling
- Replies: 8
- Views: 745
Well, a simple solution would be for you to get the frustum culling box and check for every node if its culled(outside of the box) or not.... i'm not shure how to do that but it seems that you have to build an bounding box from the frustum box...., maybe with getViewFrustum.getBoundingBox..... *EDIT...